Ejemplo n.º 1
0
 private void Start()
 {
     currentTurn    = EnumTurnTypes.TurnTypes.P1SFM;
     P1Character    = P1GameObject.GetComponent <Character>();
     P2Character    = P2GameObject.GetComponent <Character>();
     P1RoundsWon    = 0;
     P2RoundsWon    = 0;
     P1DefaultColor = P1GameObject.GetComponent <Renderer>().material.color;
     P2DefaultColor = P2GameObject.GetComponent <Renderer>().material.color;
 }
Ejemplo n.º 2
0
    public void SetPlayerAbility(int newAbility)
    {
        Character P1GameObject = GameObject.Find("/P1").GetComponent <Character>();
        Character P2GameObject = GameObject.Find("/P2").GetComponent <Character>();

        EnumTurnTypes.TurnTypes currentTurn = GameSystem.GetCurrentTurn();

        if (P1GameObject == null || P2GameObject == null)
        {
            return;
        }
        if (currentTurn == EnumTurnTypes.TurnTypes.P1Ability)
        {
            P1GameObject.SetAbilityChoosen(newAbility);
        }
        else if (currentTurn == EnumTurnTypes.TurnTypes.P2Ability)
        {
            P2GameObject.SetAbilityChoosen(newAbility);
        }
    }
Ejemplo n.º 3
0
    public void SetPlayerSFM(int newSFM)
    {
        Character P1GameObject = GameObject.Find("/P1").GetComponent <Character>();
        Character P2GameObject = GameObject.Find("/P2").GetComponent <Character>();

        EnumTurnTypes.TurnTypes currentTurn = GameSystem.GetCurrentTurn();

        if (P1GameObject == null || P2GameObject == null)
        {
            return;
        }
        if (currentTurn == EnumTurnTypes.TurnTypes.P1SFM)
        {
            P1GameObject.SetSFMChoosen((EnumSFM.SFM)newSFM);
        }
        else if (currentTurn == EnumTurnTypes.TurnTypes.P2SFM)
        {
            P2GameObject.SetSFMChoosen((EnumSFM.SFM)newSFM);
        }
    }
Ejemplo n.º 4
0
    private void ManageTurns()
    {
        int roundWinner = -1;

        if (!CheckGameObjects())
        {
            return;
        }
        switch (currentTurn)
        {
        case EnumTurnTypes.TurnTypes.P1SFM:
            // Activate SFM Buttons GameObject
            SetActiveSFMButtons(true);
            SetActiveAbilityButtons(false);
            P2GameObject.GetComponent <Renderer>().material.color = NonPlayingCharacterMat.color;
            P1GameObject.GetComponent <Renderer>().material.color = P1DefaultColor;
            // Check if P1SFMChoice is done
            if (P1Character.GetSFMChoosen() != EnumSFM.SFM.NONE)
            {
                //SetCurrentTurn(EnumTurnTypes.TurnTypes.P1Ability);
                SetCurrentTurn(EnumTurnTypes.TurnTypes.P1Ability);
            }
            break;

        case EnumTurnTypes.TurnTypes.P1Ability:
            // De activate SFM Buttons GameObject
            SetActiveSFMButtons(false);
            SetActiveAbilityButtons(true);
            // Check if P1 Ability Choice is done
            if (P1Character.GetAbilityChoosen() != -1)
            {
                SetCurrentTurn(EnumTurnTypes.TurnTypes.P2SFM);
            }
            break;

        case EnumTurnTypes.TurnTypes.P2SFM:
            P1GameObject.GetComponent <Renderer>().material.color = NonPlayingCharacterMat.color;
            P2GameObject.GetComponent <Renderer>().material.color = P2DefaultColor;
            // Activate SFM Buttons GameObject
            SetActiveSFMButtons(true);
            SetActiveAbilityButtons(false);
            // Check if P2SFMChoice is done
            if (P2Character.GetSFMChoosen() != EnumSFM.SFM.NONE)
            {
                // if true, currentTurn = P2 Ability;
                //SetCurrentTurn(EnumTurnTypes.TurnTypes.P2Ability);
                SetCurrentTurn(EnumTurnTypes.TurnTypes.P2Ability);
            }
            break;

        case EnumTurnTypes.TurnTypes.P2Ability:
            // De activate SFM Buttons GameObject
            SetActiveSFMButtons(false);
            SetActiveAbilityButtons(true);
            // Check if P2 Ability Choice is done
            if (P2Character.GetAbilityChoosen() != -1)
            {
                SetCurrentTurn(EnumTurnTypes.TurnTypes.EndTurns);
            }
            break;

        case EnumTurnTypes.TurnTypes.EndTurns:
            SetActiveSFMButtons(false);
            SetActiveAbilityButtons(false);
            // Faire les animations de SFM
            // Faire les effets et les animations des Abilities
            // Dire qui a gagné le SFM
            roundWinner = PickRoundWinner();
            EndRoundAnimations(roundWinner);
            P1Character.ResetValues();
            P2Character.ResetValues();
            if (P1RoundsWon < NbrLocalRounds.numberRoundsNeeded &&
                P2RoundsWon < NbrLocalRounds.numberRoundsNeeded)
            {
                currentTurn = EnumTurnTypes.TurnTypes.P1SFM;
            }
            else
            {
                currentTurn = EnumTurnTypes.TurnTypes.EndGame;
            }
            break;

        case EnumTurnTypes.TurnTypes.EndGame:
            DisplayGameOver();
            break;
        }
    }
Ejemplo n.º 5
0
 public void SetCurrentTurn(EnumTurnTypes.TurnTypes newTurn)
 {
     currentTurn = newTurn;
 }